Wednesday, December 30, 2009

The top image are thumbnails for the next two levels before I start drawing them out. The chinatown level will have lanterns that fall to the ground and can be kicked around while the office level will have breakable glass windows on the side and plenty of cubicles to smash through.

Tuesday, December 22, 2009

Code Department1) Finish gaining power/speed, then integrate a spawning ratio of grunts at the different levels, also the losing of power when you get hit. Must be accomplished: Moving up a speed level after a hit, player getting a boost after a successful hit as per the diagram, losing all speed levels if hit.

2) Fix turning guys red bug, must use tint not animation.

3) Fix scientists effecting the crowd meter.

4) Fix bug of people moving with the screen and not going outside of it. They must go off screen.

5) Fix knocking over people so they get flung and if an enemy being flung hits another enemy do secondary damage to those around them. (Have that counted in the score 100 for full 50 for half). MAKE A MOCK UP OF THIS!!

6) Fix getting hit yourself and being throw away, then blinking for a few seconds before being able to bit hit again.

7) Feedback (blood splats on the screen, showing when scientists are attacking crowd, using the red tint, getting a score report from a hit (numbers come off the dudes you hit and goto the combo meter?), What happens if a combo fails (X the thing out)

8) Finish breakable objects (Get rid of dud bomb after its hit and cycles through the animation)

9) Combo meter bug (Timer does not reset)

Art Department1) Get the 5 level paintings done.

2) An icon that displays the scientists working ( blinking urgent Syringe?)

3) Icon that displays when the mouse is active/inactive

4) The crowd

5) Feedback things (Combo failing, fonts for the score text, general game fonts)

Music Department1) Start making drum beats with Cubase and Drum Kit from Hell

First Sketches Laid Out Together for Cohesion Level/Breakable Objects Noted Final Line-work done Color Pallets for Each Level Picked and Assembled Together for Cohesion Black and White Shading for Each Level Finished Color

Tuesday, December 8, 2009

- A queen bee for when the states change (Like the circle pit all forms up around one guy, kill that guy the game doesn't change states or 2 guys on each side of the wall of death that everyone is forming up on) The lead guy would have to raise his hand or indicate in some way.

- Taking some damage should be encouraged (adding to combo meter/speed/power if you're in a certain state of fucked up)

- Controls feel sluggish (I think this is because they're not gaining speed, we've got to get that system in)

- It's hard to see what's going on in a big group (I put 25 dudes on screen which is about right)

- Needs more indication of what can and can't hurt you (We're doing this anyway)

Next we're going to get all of those working, implement some armor for the grunts to show power levels and hopefully having screen scrolling back.

The other thing is to implement feel in the controls, this means taking away the launch indicator onces the player is launched and having a cost when the player first launches the character. In other words everytime you pull back to launch Ozzy he'll come to a stop.

Monday, November 9, 2009

Mosh Pit is a "beat em up" game where the player must liberate people from the control of the government's twisted machinations. The landscape is ravaged by horrible war and from it comes a notion of peace at any cost. The government has rounded up anyone under the age of 20 and implanted them with a chip to make them docile. The player is part of an underground resistance group that has discovered in order to short circuit the chips they must blast heavy metal and break faces to spike the kids' adrenaline. In order to free as many people as possible the player must control a mosher named Ozzy to through seven levels set in a rebuilding post war metropolis.
The author of this game seeks to combine the nostalgia of the golden age of arcade games with the feel and intensity of a mosh pit. This is done in order to bring out various emotions in the player. To this end the author uses behaviors lifted from real world mosh pits and player interactions reminiscent of old arcade games. These interactions are then combined with an updated take on sprites and a brand new way of character control. Inspired by his life of concerts and video games the author adapts this experience into a video game that reflects this.

Music – Starting final recording for the first level track. Compose 2nd level track, Compose game over & victory music.

Week 10 - Wednesday, Nov 11

Art – Scientist placeholders done, start first level background.

Code - Crowd meter is implemented, front and back collisions are added. Damage/power system finished off. Testing Begins.Grunt AI integrated. Decide which control scheme is used then add steering to it.

Music - Start final drum and vocal tracking for first level track. Compose 2nd level track. Finish game over & victory music.

Week 11 - Wednesday, Nov 18

Art - First background finished.

Code – Crowd meter is linked to the combo meter, scientists can now decrease the crowd meter when in position. Front/Back collisions polished. Testing results are put into effect. Scientist AI integrated.

Wednesday, October 28, 2009

Pull back on the mouse in the opposite direction of where you want to go. Then an arrow grows in the direction you want to go, the larger the arrow the fast the player goes. like pinball. When he's in motion then you can steer just by moving the mouse. The faster he goes the harder to steer he is.

Click once to stop and if a new movement is entered the player slows down to a stop then takes off again so they don't just keep shooting him places.

Tuesday, October 13, 2009

The characters need to bicker at each other during gameplay. It could be whoever you don't have selected talks by means of either a speech bubble (That'll appear over their tracking icon if they're off screen) or just by audio clips.

Monday, October 12, 2009

The perspective was really off and still slightly is (in the top right corner) so that needs to be addressed. The other part is an unexploded atom bomb would be awesome. When the resistance arrives they drive up brake hard and accidentally bump it where it freaks out for a second then fizzles out with a plume of smoke.

So this is the enemy the player will see the most of. In line with the game the scarier the mask on the enemy the weaker he actually is. This came from a variety of sources, the main one being US swat team outfits and body armor. He needs to look half military and half police force. The cattle prod being the best weapon for subduing people.

Monday, October 5, 2009

Key feedback from the play testing:- Clicking a spot should be able to move the character there.- Players need negative feedback if they decide to just drag the character around instead of throwing him.- There might be too little friction- Enemies move like they're on crack- There needs to be more indication of where the player is traveling after he's thrown- Players enjoy the act of throwing and hitting things but they need direction- Players are able to quickly get a feel for the controls

Saturday, October 3, 2009

EDIT: It might be helpful to make damage and momentum into one unit, so 3/100 = one general collision unit then use those to tweak.

This assumes both the player and enemy have a health of 100 and a max momentum of 3.

Drag mode – When the mouse is down

Click move – When the player is moving to a spot the player clicked

Before the hit

When the player is within a close distance to an enemy that can damage him a dodge icon should appear over that enemies head. Also if there is an enemy he can damage the player can hit a button in order to strengthen the attack (+10) if he hits it at the right time, otherwise the damage is less than normal (-10).

Enemy hits Player (enemy momentum > player momentum)

The enemy is behind the player (enemy always wins this no matter what momentum level the player is at)

Art - Hit and hitting place holders are made/Background finished/Secondary character run animations/scientist placeholder created.

Code – Combo system finished and inserted sans graphics. AI for the scientists and grunts inserted.

Music

Week 9 - Wednesday, Nov 4 – Prototype 2 – Tested/finish controls, enemies in place with screen scrolling and collisions with a goal to hit a set combo number for the player. Finished animations for the character and finished first level background.

Sunday, September 20, 2009

This is my rambling cohort of misfits and scalawags who've been rejected by society and have no choice but to come test for me.

Hardcore Gamers/Metal FansJames Melvilleage: 26hardcore cred: Glitching 7 million gamer points on Xbox Live/Got a blood clot from not moving enough due to video games.metal cred: Stands in the middle of mosh pits and doesn't get hit because everyone is scared of him.

Richard Gutierrezage: 21hardcore cred: Hitting Prestige mode within a week of Call of Duty 4's releasemetal cred: Lives at Starland Ballroom, doesn't own a t-shirt without a metal band on it.

Patrick Forgioneage: 25hardcore cred: Defeating 5 guys in a row on Guitar Hero while playing In Flames on expertmetal cred: Metal is the only music genre that can keep him suitably calm

Who am I?

Lawrence is a Game Designer and Illustrator from New Jersey. He makes pretty things and amazing games when he's not busy doodling ugly creatures.
Check out his main site at:
http://www.goodnightlawrence.com